Tempy wrote:This game is extremely under my skin right now and eating all of my time. need to find some arbitrary way of limiting myself. Low mood and addictive game is a bad, bad combo.
Tempy wrote:More draw.
In the first half of the game draw is weak, in the second half (especially if you have 1 extra energy) it's king. Obviously some turns you get fucked, but the game is about building around those turns. I think in terms of Card Draw RNG, it's one of the factors that is very hard to get over as a new player.
There's never 100% certainty that you will win, even with a strong deck, but against the third act more than any, what you play and what you anticipate being played next turn is huge and definitely something that is very hard to get a handle on.
SpaceGazelle wrote:I keep my deck really tight, dropping those strikes and defends as much as possible early on. Ideally, it's around 15 cards with Silent and Ironclad for me.
Dark Soldier wrote:Tbh as much as im loving the game and will continue to rinse it I don't think my brain is wired for the patience and choice etc that is needed. It's still GotY for me but one I'll get victories on through war of attrition rather than strat. I work better on rogues that are more immediate, like Cells and IsaacMore draw. In the first half of the game draw is weak, in the second half (especially if you have 1 extra energy) it's king. Obviously some turns you get fucked, but the game is about building around those turns. I think in terms of Card Draw RNG, it's one of the factors that is very hard to get over as a new player. There's never 100% certainty that you will win, even with a strong deck, but against the third act more than any, what you play and what you anticipate being played next turn is huge and definitely something that is very hard to get a handle on.
Recommended:
Mad Scientist – Multiple themes such as Fuel (a resource you earn and spend), and 0 cost cards called Trinkets that you can shuffle into your deck. Felt really close to normal StS balance and theme. Recolored card art, but that works.
The Seeker – Themes include debuff management (both self and enemy), and card stacking / draw manipulation. Quite clever mechanics, didn’t feel over the top. Solid choice. Again, recolored cart art, but it works.
The Disciple – A character based around the Time Eater – quite interesting theme and one of the few custom card art ones done well. Themes include Card retention, intent shifting, card transforming, and temporary relics, which are pretty interesting.
The Mystic – It’s the FF14 Red Mage, but in Slay The Spire. This one feels pretty incongruent with the art direction in StS, but it is internally consistent, so that’s nice. Honestly it worked quite well.
The Blackbeard – honestly I really like the concept; gold matters, you can have weapons that then buff your attacks until they run out of durability. The biggest things holding it back are the black and white or ripped from Pirates of the Caribbean cardart, and some weird design choices. But still, fun.
Recommended with reservations:
The Valiant – A nun/paladin who uses a lot of life loss / life gain cards where your hp matters. Custom art, but…I dunno, never felt like it came together.
The Witch – mainly themed around curses. Interesting setup and pretty fun, but inconsistent and didn’t feel particularly coherent in the way that some better ones did.
The Construct – in theory, I get what they’re going for – an adaptable character with lots of builds. The problem is that you don’t always get a chance to really get to those builds because cards are random, so I had plenty of builds I couldn’t put together at all and just died before the first boss.
Weird / Janky / No:
The Beaked Cultist – Oh boy this is just janky as all hell. Featuring your favorite BIRD BOY, the Cultist, you have just a nutty selection of spells and abilities.Playing it feels like losing at 4D chess.
The Necromancer – Feels translated from another language. Interesting themes, but really needs cleaned up. Custom art looks rough.
The Sage – MSPaint as all hell and super weird to play.
The Warrior – based on combo’ing abilities together, but the UI doesn’t expose enough information for this to work without making a bunch of manual notes.
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